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Gostaria de sugerir uma mudança nas habilidades fixas das classes Paladino, Hunter e Seeker. Como todos sabemos, as habilidades em Warspear podem ser aprimoradas com relíquias, proporcionando buffs para os jogadores ou debuffs para os adversários. No entanto, as habilidades fixas dessas classes passaram por alterações significativas que afetaram a forma como as relíquias interagem com elas. As habilidades em questão são: Paladino: "Aura de Luz" Seeker: "Exacerbação" Hunter: "Postura de Combate" Anteriormente, essas habilidades funcionavam por um tempo determinado, e ao término desse período, podíamos reativá-las, permitindo que as relíquias fossem ativadas constantemente, já que elas também têm um tempo limitado de ativação. Há algum tempo, essas habilidades foram transformadas em habilidades "fixas", necessitando ser ativadas apenas uma vez. Isso trouxe uma mudança positiva em termos de conveniência, mas as relíquias não acompanharam essa mudança. Agora, com as habilidades ativas permanentemente, as relíquias não conseguem mais se beneficiar da reativação constante, o que limita seu potencial. Para melhorar a sinergia entre essas habilidades fixas e as relíquias, proponho as seguintes mudanças: Reativação Periódica: Permitir que essas habilidades tenham um efeito cíclico, onde as habilidades se "reiniciam" automaticamente após um certo período. Isso permitirá que as relíquias sejam ativadas regularmente, como antes. Ajuste na Ativação das Relíquias: Modificar o funcionamento das relíquias para que elas possam ser ativadas em intervalos regulares mesmo com as habilidades ativas permanentemente. Isso garantiria que os jogadores pudessem tirar proveito completo das relíquias sem a necessidade de reativar as habilidades manualmente. Implementar essas mudanças garantiria consistência e equilíbrio entre as classes, melhorando a experiência de jogo para todos
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My suggestion involves all point of view of situations and scenarios and I feel like right now what seeker class needs is an adjustment more than a Nerf : Current Situtation : PVE Currently there is no advantage of having same amount of "PVE Damage" between the two factions as there is no more neutral bosses like the old spring raid , so the only reason for a pve damage change would be not nerfing Seeker pve damage but buffing Legion classes PVE damage like the rogue PVP GVG It just provides some help with "Attack instinct " + " Splitting blow " combo to help but nothing more PVP PvP Seeker is really difficult to comprehend as for starters the class is really weak and becomes "good" ( in terms of damage ) when you have a fair amount of talent levels / branch unlocked and well amped pvp weapons Damage : For starters it's really meh It upgrades when you reach well amped char It upgrades even more when you have damage books ( which cost a lot like 10/20+ milions of gold ) , so it is not a simple milestone to reach It reaches the good amount of damage when you have all this combined + 2 key talents of Left Branch " Steel Hurricane " The "big" damage everyone talks about is the 2x talent proc + the 10% buffed piercing proc , that deals a lot of dmg on the enemy, but it's still a 10% chance + you need to have the 2x talent ready in that moment Damage received sustain ( this topic is what gets me the most as ) : For starters the class basically pops with a simple gear Upgraeds a bit when you reach full lvl 31 gear + 1/2 greatness accessories Upgrades a bit more when you reach full lvl 31 gear well amped + full accessories greatness + Resilience book Here it's still weak when a stun hits or another enemy dmg class targets you Here comes the strange part : We all know that classes needs to become strong at a certain level ( for example maxed greatness + books ) , as the seeker is a damage class it's fair that it will deal a lot of damage ; When you are at a super high level with Greatness set ( hard to obtain ) and many books def ( hard to obtain with milions of gold ) , here is where seeker becomes really strong in Arena as with the "abuse" of spring defensive books + Potions + Scrolls that give % hp every 10 ish seconds , it will reach a high level survivability ( ofc in combinations with nearly all pvp books ) In conclusion it feels strong but seeker need to play it really good + either have more hp gain or more resist ecc... ; so it really depends on the situation and on the enemies The adjustments I would apply : PVE I don't really see a good reason to nerf it , maybe just buff other classes PVE , but I don't see how it affects anything PVP GVG I don't know maybe , as I suggested in another topic , add to both Seeker and Rogue a " % Resist Buff " for like I don't know 3 seconds, after using the Net and Gouge(?) ability so it can escape better in bad situation PVP Here comes the tricky part Damage PVP : I think what really is hurting people is the Dmg that is coming from the key talents of Left Branch so my idea is : Make the key talents in Left Branch ( Steel Hurricane ) work only on PvE This way you make the other 2 Branches viable to either : Do a different type of damage with 2h bleed branch ( Middle ) Be a little bit more tanky but with less damage on Right Branch Damage received sustain : I wouldn't really change anything in the dmg reduction of Seekers abilities but do it in a different way ; Make the potions and scroll work 50% less Like the vampirism reduction, while using talent Same apply to distortion of life book procs With these 2 changes, I feel like Spring defensive books would be the normal boost Seeker could receive to sustain more , so not sure i would nerf the interaction at this point Please refrain from comparing the class to anything else ( except for rogue similarities ) and refrain to end with insults ecc... as it is not a drama chat but discussion and suggestions Thank you for reading !
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Hi, Wanted to talk about the current situation of "Attraction" Seeker skill and its "block talent" reverse attraction . Right now attraction ( without the old "Mute" interaction ) is useless because it has a 90% of failure in working as it can be easily countered by either resist skills or a simple castle scroll of resistance. Attraction : Basically right now Attraction is good just for daily questing as it brings nothing in pvp and GVG fights Arena = Here ( while it can be resisted ) if it works it really depends on the situation because it can either result in a good grab to get an enemy or it can kill you as you have a delay after using grab where opponent can stun you and kill you easily GVG/Raids = Basically it really is hard to not get caught while trying to grab and enemy so the result is either you getting stunned and dying frontline or failing the grab as it says " Resist " War = I literally counted yesterday in the 3 day war while trying to grab Hunters with 1 castle scrolls + guild resist buff and I used my grab skill 57 times.... it worked only 4 times Reverse Attraction : With current state of "Block talent" seeker skills , noone uses it because. yeah 20% resistance is good but low duration but you lose the dmg bonus from the other seeker talent and you still have the "delay" after using the skill ; and of course depends on situation Arena = Pretty much useless because you put yourself in a risky situation as you are in the enemy side + you have delay of using skill GVG/Raids = Nothing to say.... basically a suicide move as seeker is super weak in tanking hits PS: Don't come here saying "All the seekers I fight are immortal and 1shot me + super tanky " ; Think about all the seekers and not just 15 books pvp, +10 greatness gear with all kind of buffs ( which are still kinda bad in GVGs or mass fights ) , there are many other classes elf or mc that even while pve can still sustain enemy dmg and do a lot of dmg wholewise Ty for reading EDIT : Sometimes even without castle scrolls , enemy will resist easily just with guild resist passive buff
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Developer commentary: Due to its dynamics, simplicity and ability to deal high damage, the Seeker is still a very strong opponent and a real monster slayer, but at the same time somewhat one-sided. We've slightly nerfed the Seeker's main offensive buffs and made a number of major fixes to the second potential character build, with two-handed weapons. This build is focused on dealing DOT-damage through bleed skills, the damage of which has been greatly increased. A new combination with the “Attack Instinct” skill will allow you to effectively show your class in this build and in mass battles. For every senior seekers out there who join test server, have anyone tested the 2h DOT seeker? Is it getting better? Is it good for pve or pvp?
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First of all yeah don't talk about the op passive one I know, it needs a nerf or an adjustment. Now I want to talk about changing the "lifesteal" talent skill, as it is completely useless as no one uses that skill and it needs combination with other skills ( which you don't use anyway ) . My suggestion was to put a talent connected with either "Sun Power" or "Attack Instinct" or "Exhaustive Blow" I'm not a developer so I don't know which "improvement" could be made with each one of these skills ; but still it feels like they would be a better "talent" instead of the useless lifesteal one
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Tiny introduction : I haven't played since probably around 9.4 or something like that ; I just joined sometimes to get rewards and check new things... I want to talk about the new block of 3 talents ( for me seeker ones ) : when I came back I found that big boost of knowledge from lvl up update and I was kinda excited and started to play again a bit and decided after some reading to upgrade the talent "Remaining Acceleration" , only to find out about the new block of 3 talents , especially the " Inner rage talent one ( the less dmg received ecc... ) which was better. First of all I want to say that after getting informations and reading skills description I need an answer to this : Is the skill intended to give 40% strenght boost or is it just a bug ? Because it doesn't say anywhere about getting a big boost with Inner rage skill thing. Second thing : I wanted to make a suggestion about getting a "reset talents" way as for skill points. Taking the example of myself , I wasted, for a bad skill description , 42k knowledge on a skill upgrade , which otherwise would have helped me a lot reach the new talents faster ; as you know you need to unlock both sides with a skill point + 63k as the talent cost. You need to count about talents discount week ecc... for the refund process, but I think that could be a good way to help people that come back like me or new players to "find a solution" to a wrong take. Thank you for your time, have a great day :D
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Para darles contexto. El juego desde que tuvo una actualización tuvo errores, algunos se corrigieron y otros no, en particular creo que este bug es algo de suma importancia ya que desvalancea totalmente la experiencia de juego. Este bug se puede encontrar en los buscadores como en los bd y ranger (solo pude ver en esos). Dicho error se trata sobre el consumo y regeneración de la energía del personaje, no coinciden las especificaciones con lo que ocurre dentro del juego. Luego de ver las imágenes lean esta parte de abajo. El buscador tiene una habilidad la cual es de consumo de energía constante (10 de consumo constante), también el buscador por ser de la facción de los elegidos tiene como pasiva el aumento del 10% de la energía máxima del personaje. Si le aplicamos la reliquia que disminuye el 50% del consumo de energía, dicha habilidad quedaría solo en un consumo constante de 5. Hasta aquí todo bien, el error viene cuando la habilidad se activa y el personaje está atacando o siendo atacado. Según las especificaciones del juego, cuando el personaje ataca o está siendo atacado, la regeneración de energía baja a la mitad (de 10 baja a 5), pero si tienes la habilidad del consumo constante de energía activa, debería disminuir a 2 o 3, sin embargo, este disminuye a 0. Eso es para un buscador recién creado. Ahora, mi personaje, nivel 20 con 24 de regeneración de energía por encantamientos, actualmente tengo el buff de guerra y solo subió a 26, siendo que debería de subir el 10%. Cuando activo la habilidad del consumo de energía constante que cuenta con la reliquia de disminución del 50%, este debería de reducirse de 26 solo a 21, sin embargo, este disminuye a 17¿? Y si empiezo a atacar o me atacan, esta regeneración de energía baja a 4¿? No está funcionando bien el sistema, queridos administradores, por favor, solucionen esto. (Reitero, cuento con buff de guerra).
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The new talent turns seekers players better in defensive - damage stats. Now they makes a lot of dmg, thing what developers shouldn't add to them. + Attack strenght + penetration + increased dmg and more with this talent. Abussive like elves killing everthing with 1 insane combo DMG/DPS skills. Now they can't die, is hardest using shields and this dmg reduction. The talent works better than Rugged Hide and Blood shield from Chieftains and Dks. BDs are very outdated with that dmg increased with better defensive skill(shield)-talent(dmg reduction) to arenas. Why not better remove that shield basic skill? They literally no needs anymore. Let's make a Priest shields usefull and stop develop sentinels in immortal classes! The skill should be reworked including talents. And this is my opinion Adventurer Decreases damage incoming from enemies 25/30/35/40/50% Duration 3/4/5/6/8 seconds (Balanced for PvE and PvP) Every hit incoming from enemies increases dmg, maximum number of buff: 10 Active skill (If you forgive use skill and die well stop be thinking you are the tank) Is like Blood shield from Dks but basic skill. Good working for starting maps, and looks like a tank class. Talent bonus Adventurer+ Increase effect damage reduction 5% or 8% Stupefying Pain The seeker ignores all critical hits from enemies and receives a bonus status Skills Cooldown 15 or 20%. CD for use again your AoE skill. More fastly. Is absurd add more dmg. Idk why developers nerfed attack strenght in the last balance to give them it back with +DMG? For that people who says: "Why?" Because looks reasonable for PvE and PvP, seeker class don't have dodge or parry skill bonus. So I added dmg reduction. Remember: Chieftains and Deathknights are not immortals, and you can use your 100% HP and Vampirism again. Because seekers players are exploding that HP parameter now.
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Recentemente me passou a ideia de criar um Explorador para pvp - com atordoamento e recarga de habilidade - porém percebi que pouquíssimas pessoas usam build para espadão, e isso me deu uma ideia que abriria melhor um caminho para outra build de explorador, e que deixaria a Legião bastante satisfeita: uma habilidade de especialista com buff cd, ou apenas um buff no escudo talvez, que aumente o parâmetro recarga de habilidade. Mas por quê? Simples: diversificar as builds de Explorador. Explorador DPS de adagas se tornou uma febre tão alta, que poucos usam seu personagem de outra forma, tornando o uso de espadão raríssimo nos Sentinelas. Abrindo caminho para o espadão no Explorador, faria essa pandemia de adagas diminuir, e a quantidade de Exploradores PvP aumentar. Como a build de espadão é totalmente diferente da build adagas, o jogador seria obrigado a mudar totalmente o rumo das habilidades para usar espadão, assim os exploradores roubarão menos bosses. Isso resulta na diminuição do Explorador PvE e ajuda a equilibrar a classe. "- Mas explorador já tem muito dano e velocidade de ataque". Ok, mas não seria ótimo se parte deles resolvessem parar de usar isso e passar a parecer com um Patrulheiro, porém a curta distância? É vantagem para ambas as alianças! É um pensamento meio fora da caixa mas em teoria faz sentido, e foge do pensamento "buff pra mim, nerf no inimigo". Essa foi minha sugestão, espero que a comunidade e os devs concordem.
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mudanças agradáveis no jogo: -mais espaços para mudar de set automático(pode ser liberado por coins/gold). -botão para retirada de todo o set( ultimamente creio que dos 3 espaços de set utilizados só usam 2 pois disponibilizam 1 para retirar o set e fazer o "telemorte" onde o player se sacrifica para chegar em um local mais rápido, no caso a estátua. -Disponibilizar a compra de bag compartilhada disponibilizar o acesso remoto ao deposito de guild e ao marquete/market(vendedor de itens usados) mesmo que com coins ou gold ou quest. - mudança na mecânica de quest de boss e lives se uma pt matar a missão será cumprida para todos os aliados(fora da pt e dentro da pt) e o drop só vai para a pt que realmente matou o boss ou diminuir o tempo de respaw do boss para 5min. obs: sobre a mecanica de done do boss isso ajudaria bastante pois evitaria conflitos ou uma pt mais fraca esperar +10min para boss renascer e evitaria de as pessoas recusarem char fracos na pt. - mudança nos slots de habilidades ter a opção de fixar os slots de habilidades na tela não sendo preciso selecionar para abrir os slots de habilidades ao invés disso simplesmente aparecer mais slot de habilidades na tela e com opção de botar teclas de atalho para cada habilidade assim cada jogador não precisa se adequar a um modo restrito(12345qwert) de usar suas habilidades.
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Seria bom o jogo mostrar na tela de amplificação a quantidade de sinal necessário para amplificar a tal nível o item ou arma, assim aumentaria muito as esperanças de amplificar e aumentaria também a demanda por sing na conclusão de maior lucro ao jogo e melhor experiência para os jogadores pois apresentam uma meta visível para bater e passariam mais tempo no jogo e gastariam não só tempo para atingir um meta mais também investiriam mais no jogo pois sabem até onde tem que chegar muitos jogadores acham que a arma bugou só por que gastou horrores para amplificar do +9 ao +10 e não conseguiram e por isso amplificaram outra arma ou até mesmo parou de jogar de frustração conheço muitos jogadores que não arriscam amplificar até do +9 até +10 por medo de gastar muito e não amplificar e pensando que o item pode bugar. seria uma boa mostrar a quantidade necessária para gastar para amplificar até determinado nível ex: (x) = quantidade de selos (sinal) - ✴️✴️✴️✴️✴️ ✴️✴️✴️✴️✴️ (x) selos para amplificar (0 -> +1) - ✳️✴️✴️✴️✴️ ✴️✴️✴️✴️✴️ (x) selos para amplificar (+1 -> +2) - ✳️✳️✴️✴️✴️ ✴️✴️✴️✴️✴️ (x) selos para amplificar (+2 -> +3) - ✳️✳️✳️✴️✴️ ✴️✴️✴️✴️✴️ (x) selos para amplificar (+3 -> +4) - ✳️✳️✳️✳️✴️ ✴️✴️✴️✴️✴️ (x) selos para amplificar (+4 -> +5) - ✳️✳️✳️✳️✳️ ✴️✴️✴️✴️✴️ (x) selos para amplificar (+5 -> +6) - ✳️✳️✳️✳️✳️ ✳️✴️✴️✴️✴️ (x) selos para amplificar (+6 -> +7) - ✳️✳️✳️✳️✳️ ✳️✳️✴️✴️✴️ (x) selos para amplificar (+7 -> +8) - ✳️✳️✳️✳️✳️ ✳️✳️✳️✴️✴️ (x) selos para amplificar (+8 -> +9) - ✳️✳️✳️✳️✳️ ✳️✳️✳️✳️✴️ (x) selos para amplificar (+9 -> +10) - nota: ou o sistema mesmo mostraria na tela de amplificação do item o limite máximo de sign(selo) ou esfera para amplificar até +10
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Here is the problem about mobility! Now we have: The seeker who can walk faster The mage who can jump The paladin who can jump The blade dancer who can rush The rogue who can jump on target The barbarian who can jump on target Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective. On the Legion side we have 2 classes who do need to get a target to move forward. So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always! There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have! The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! Please take a note into that!!!
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ʜᴀᴠᴇ ʏᴏᴜ ᴇᴠᴇʀ sʜᴏᴡ ʏᴏᴜʀ ᴛʀᴜᴇ ғᴇᴇʟɪɴɢs? ɪ ᴄʀᴇᴀᴛᴇᴅ ᴛʜɪs ʟᴇᴛᴛᴇʀ ғᴏʀ ʏᴏᴜ. ᴋᴀᴛʀɪɴᴀ's ʟᴏᴏᴋ? ᴏʜ sᴏ ʟᴏᴠᴇʟʏ ʜᴇʀ ʜɪᴅᴅᴇɴ ғᴇᴇʟɪɴɢs? ᴏʜ sᴏ sᴄᴀʀʏ ʏᴏᴜʀ ᴠᴏɪᴄᴇ? ᴏʜ sᴏ ʜᴜsᴋʏ ʙᴜᴛ ɪ ᴡᴀɴᴛ ʏᴏᴜ ᴛᴏ ᴋɴᴏᴡ, ʏᴏᴜ'ʀᴇ ᴄʜᴀʀᴍɪɴɢ. have you ever fooled by everybody? to your lovely beautiful body? don't you cry, just look at the sky and say Katrina will never die. show us your true feelings, not those pretendable meanings. Katrina: I'll show my true wrath! They've fooled me, Lie to me!. HAHAHAHA *evil laugh* You! All of you will regret what did you just do to me! Katrina cant control her wrath and her true feelings Baron: My Lady, what can I do for you. Katrina: You.....you lied to me! I want to destroy you!.... *Baron thought that Katrina knew about his true identity* Baron: Oh, so you'll destroy me? ha ha ha *evil laugh* come on then, if you can. *They've fight along the circus, Baron can't fight anymore because Katrina can't control her feelings and do everything she want* Baron: I surrender..... *with afraid voice* Katrina: Dieeeeeee!!!!!! Baron: *Vanished* Katrina's Hidden Feelings showed up and anyone never fight her. EU-EMERALD Litercemi
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Доточил искателя, дособирал книги и сменил реликвии. Это лишь малая часть, что может искатель.
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What has been modified in the search engine exacerbation? How well are the risks now counted in the dungeons and the arena? Before were not they?
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Alguem poderia me explicar como essa nova atualização modificou a exacerbação do seeker? No post fala que agora os danos vão ser contabilizados nas masmorras, antes eles nao eram?
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Hi! I'm a newb on Warspear, and when chosing my class, I searched about the ones I liked more (Rogue, Seeker and Hunter), but all the posts I could find were many months old, and I didn't know ir they were still trustable. Can you help me here please?
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Hi developers, I think the title says it all. Can you please make a separate screen to show how much time there is for the next stamina or arena ticket refresh? We can only check the stamina refresh if stamina = 0, that too at a dungeon, otherwise it is pretty hard to keep a track. Arena ticket refresh is just also hard to track. This is a small and easy fix but can help to a great extent. Thank you.
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Hi all, I started to play seeker and i find this class very interesting to play. Nevertheless there are some issues i would like to discuss. I have the feeling like there are really more wardens than seekers, and i somehow understand that ppl don't lvl it up. 1) The mechanisms of this class are great. Very fun to have a class relying on auto-attacks. 2) But there's something quite annoying. Pene buff, critical buff, shield are good (i love shield cuz ofc it's very strong, but also tricky since u need to take dmg to deal more), but wtf u did with exacerbation? Constant mana consuption for skills is an idea i like, since thus u don't need to use the "passives" skills every 30s. I think the same should be done for light aura, dark shield, etc. But when u look at those skills, u notice that the more u lvl it up, the longer it lasts, so the less mana u need to use it since u use it less. Then u look at exacerbation: first u need expand mana to use. well, i was quite surprised, but why not. If u can perma use it anyway it doesn't matter. But then u lvl up the skill, and u see mana consumption increasing. WTF? shouldn't it decrease with lvl, or at least stay the same? I find it quite incredible that the more u lvl up the skill, the less u can use it since u run out of mana faster. 3)The stuns: so seeker got only one stun, which is rogue gouge, meaning u can't attack during that time. At low lvl it's ok without stuns, cuz shield is strong, and u can slow down ur ennemy: this i good for melee, or at least if u don't run out of mana cuz u lvled up the skill... Anyway. The problem is when u are at high lvl. A rogue has no stun bcs it can rape someone in two secs. But is it the same for seeker? when attacking someone u just come with split and one auto attack then u are stunned. rogue have merciless strike+one auto attack+stealth dmg+poisonnous blades... Moreover when u use the "thread of darkness" skill (a normal dk skill...), since it's an expert u cannot use expert dmg skill immediately after (2sec delay). While rogue deals dmg with jump skill!!! I suggest to give stun to the "thread of darkness", not too long of course, but at least it will be possible to deal some dmg before being stunned. Like 1.5/2/2.5/3 ? perhaps 3sec too long, idk 4)expert dmg skills critical skill looks fun. I just wonder if it is really usefull in pvp since at high lvl every arena player full resi, and i think there's a critical% maximum right? in pve very good i presume About the two other expert, im not very sure but i think they both are bleeding skills. I find it anoying bcs of net skill, destroyed by dmg. Also to max their dmg u need go for burst dmg not dps. But well i can't complain about it that's the same for all dmg skills right? xd I just wonder if it's possible to make a skill that deals dmg depending on the character dpm. like bleeding speed increases with character speed, or idk. But this is not the main problem. Pls consider what i said about mana expand and stun. Also for next expert i suggest a speed buff skill. Tell me what u think about all this, and about any aspect of seeker. Good luck all!!
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why this ability increases the damage dealt against the character.. 2/4 25% ????
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Hey everyone, so Seeker came out earlier today and it already looks like it's going to have a lot of options as far as gear and skill builds go. Here is what I have right now for my build: Main dmg skill: 3/5 Shield: 5/5 Penetration buff: 1/5 Stealth: 1/5 The red circle dmg buff skill: 5/5 Alright so here is my logic behind these choices... First of all in my mind Seekers skills are all based on pushing you towards using autoattacks and dps to finish off enemies as opposed to using massive bursts like a blade dancer. This is why I put shield as 5/5 instead of the main dmg skill, because if the Seeker wants to survive long enough in a pvp to unleash his full dps he's going to need a little survivability that the shield offers in addition to buffing the Seekers damage. The reason why I put stealth at 1/5 is because I just dont see it as much of a necessity in a pvp because, unlike a rogue the stealth doesnt boost attack damage it instead increases movement speed making it more of a utility skill to get from point A to point B quickly and safely at level 1/5 it seems to do its job well enough. Lastly the red circle skill being 5/5 i think is pretty self explanatory because it (if you have enough regen) its basically a permanent damage buff to your autoattacks. For weapon and item builds im thinking two handed sword or axe may be the best choice but i could be wrong i want to hear how well daggers work with the class because it seems like an interresting concept. For attributes i would just try to keep my atk speed, accuracy, and crit chance as high as i can. Lifesteal will be interesting to see on this character as well with full atk speed. Thats all I've got guys feel free to comment your thoughts or builds below. -Cheers
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i think it would be great to make higher lvl chars to have increased max Seeker stamina. ex. lvls. 1-22 5/5 max stam, while lvls. 23-up will have 6/6 or 7/7.